mkxp/extra/js/drive.js

248 lines
7.4 KiB
JavaScript
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// Canvas used for image generation
var generationCanvas = document.createElement('canvas')
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window.fileAsyncCache = {};
window.getMappingKey = function(file) {
return file.toLowerCase().replace(new RegExp("\\.[^/.]+$"), "")
}
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window.loadFileAsync = function(fullPath, bitmap, callback) {
// noop
callback = callback || (() => {});
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// Get mapping key
const mappingKey = getMappingKey(fullPath);
const mappingValue = mapping[mappingKey];
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// Check if already loaded
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if (window.fileAsyncCache.hasOwnProperty(mappingKey)) return callback();
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// Show spinner
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if (!bitmap && window.setBusy) window.setBusy();
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// Check if this is a folder
if (!mappingValue || mappingValue.endsWith("h=")) {
console.error("Skipping loading", fullPath, mappingValue);
return callback();
}
// Get target URL
const iurl = "gameasync/" + mappingValue;
// Get path and filename
const path = "/game/" + mappingValue.substring(0, mappingValue.lastIndexOf("/"));
const filename = mappingValue.substring(mappingValue.lastIndexOf("/") + 1).split("?")[0];
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// Main loading function
const load = (cb1) => {
getLazyAsset(iurl, filename, (data) => {
FS.createPreloadedFile(path, filename, new Uint8Array(data), true, true, function() {
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window.fileAsyncCache[mappingKey] = 1;
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if (!bitmap && window.setNotBusy) window.setNotBusy();
if (window.fileLoadedAsync) window.fileLoadedAsync(fullPath);
callback();
if (cb1) cb1();
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}, console.error, false, false, () => {
try { FS.unlink(path + "/" + filename); } catch (err) {}
});
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});
}
// Show progress if doing it synchronously only
if (bitmap && bitmapSizeMapping[mappingKey]) {
// Get image
const sm = bitmapSizeMapping[mappingKey];
generationCanvas.width = sm[0];
generationCanvas.height = sm[1];
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// Draw
var img = new Image;
img.onload = function(){
const ctx = generationCanvas.getContext('2d');
ctx.drawImage(img, 0, 0, sm[0], sm[1]);
// Create dummy from data uri
FS.createPreloadedFile(path, filename, generationCanvas.toDataURL(), true, true, function() {
// Return control to C++
callback(); callback = () => {};
// Lazy load and refresh
load(() => {
const reloadBitmap = Module.cwrap('reloadBitmap', 'number', ['number'])
reloadBitmap(bitmap);
});
}, console.error, false, false, () => {
try { FS.unlink(path + "/" + filename); } catch (err) {}
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});
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};
img.src = sm[2];
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} else {
if (bitmap) {
console.warn('No sizemap for image', mappingKey);
}
load();
}
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}
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window.saveFile = function(filename, localOnly) {
const fpath = '/game/' + filename;
if (!FS.analyzePath(fpath).exists) return;
const buf = FS.readFile(fpath);
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localforage.setItem(namespace + filename, buf);
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localforage.getItem(namespace, function(err, res) {
if (err || !res) res = {};
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res[filename] = { t: Number(FS.stat(fpath).mtime) };
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localforage.setItem(namespace, res);
});
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if (!localOnly) {
(window.saveCloudFile || (()=>{}))(filename, buf);
}
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};
var loadFiles = function() {
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localforage.getItem(namespace, function(err, folder) {
if (err || !folder) return;
console.log('Locally stored savefiles:', folder);
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Object.keys(folder).forEach((key) => {
const meta = folder[key];
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localforage.getItem(namespace + key, (err, res) => {
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if (err || !res) return;
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// Don't overwrite existing files
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const fpath = '/game/' + key;
if (FS.analyzePath(fpath).exists) return;
FS.writeFile(fpath, res);
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if (Number.isInteger(meta.t)) {
FS.utime(fpath, meta.t, meta.t);
}
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});
});
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}, console.error);
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(window.loadCloudFiles || (()=>{}))();
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}
var createDummies = function() {
// Base directory
FS.mkdir('/game');
// Create dummy objects
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for (var i = 0; i < mappingArray.length; i++) {
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// Get filename
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const file = mappingArray[i][1];
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const filename = '/game/' + file.split("?")[0];
// Check if folder
if (file.endsWith('h=')) {
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FS.mkdir(filename);
} else {
FS.writeFile(filename, '1');
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}
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}
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};
window.setBusy = function() {
document.getElementById('spinner').style.opacity = "0.5";
};
window.setNotBusy = function() {
document.getElementById('spinner').style.opacity = "0";
};
window.onerror = function() {
console.error("An error occured!")
};
function preloadList(jsonArray) {
jsonArray.forEach((file) => {
const mappingKey = getMappingKey(file);
const mappingValue = mapping[mappingKey];
if (!mappingValue || window.fileAsyncCache[mappingKey]) return;
// Get path and filename
const path = "/game/" + mappingValue.substring(0, mappingValue.lastIndexOf("/"));
const filename = mappingValue.substring(mappingValue.lastIndexOf("/") + 1).split("?")[0];
// Preload the asset
FS.createPreloadedFile(path, filename, "gameasync/" + mappingValue, true, true, function() {
window.fileAsyncCache[mappingKey] = 1;
}, console.error, false, false, () => {
try { FS.unlink(path + "/" + filename); } catch (err) {}
});
});
}
window.fileLoadedAsync = function(file) {
document.title = wTitle;
if (!(/.*Map.*rxdata/i.test(file))) return;
fetch('preload/' + file + '.json')
.then(function(response) {
return response.json();
})
.then(function(jsonResponse) {
setTimeout(() => {
preloadList(jsonResponse);
}, 200);
});
};
var hideTimer = 0;
function getLazyAsset(url, filename, callback) {
const xhr = new XMLHttpRequest();
xhr.responseType = "arraybuffer";
const pdiv = document.getElementById("progress");
let showTimer = 0;
let abortTimer = 0;
const retry = () => {
xhr.abort();
getLazyAsset(url, filename, callback);
}
xhr.onreadystatechange = function() {
if (xhr.readyState == XMLHttpRequest.DONE && xhr.status >= 200 && xhr.status < 400) {
pdiv.innerHTML = `${filename} - done`;
hideTimer = setTimeout(() => {
pdiv.style.opacity = '0';
hideTimer = 0;
}, 500);
clearTimeout(showTimer);
clearTimeout(abortTimer);
callback(xhr.response);
}
}
xhr.onprogress = function (event) {
const loaded = Math.round(event.loaded / 1024);
const total = Math.round(event.total / 1024);
pdiv.innerHTML = `${filename} - ${loaded}KB / ${total}KB`;
clearTimeout(abortTimer);
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abortTimer = setTimeout(retry, 10000);
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};
xhr.open('GET', url);
xhr.send();
pdiv.innerHTML = `${filename} - starting`;
showTimer = setTimeout(() => {
pdiv.style.opacity = '0.5';
}, 100);
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abortTimer = setTimeout(retry, 10000);
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if (hideTimer) {
clearTimeout(hideTimer);
hideTimer = 0;
}
}